Look at my Hair (LAMH) Official Thread: update 1.6.0.2 released

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Comments

  • RAMWolffRAMWolff Posts: 10,228

    Hmmm, I never got that far with the program so have no idea how easy or hard it is to do all that work.  Just be nice to import in the above "template" which is really an obj and have the program read those surface or group areas and auto create the shave groups!  laugh

  • scathascatha Posts: 756

    Just tried out the red fox... using the free player and DS 4.8 but after I parented the hair to the figure and began to move it, DS crashed ... and it did the exact same thing when I retried.

  • scatha said:

    Just tried out the red fox... using the free player and DS 4.8 but after I parented the hair to the figure and began to move it, DS crashed ... and it did the exact same thing when I retried.

    parenting is not needed to get the hair to follow the model; you just move or pose the model and the fur will adjust. Also, parenting or grouping LAMH itema is still one ongoing issue that we were not able to fix yet. So try not to use...

  • SkirikiSkiriki Posts: 4,976
    RAMWolff said:

    Hmmm, I never got that far with the program so have no idea how easy or hard it is to do all that work.  Just be nice to import in the above "template" which is really an obj and have the program read those surface or group areas and auto create the shave groups!  laugh

    That I have to leave to Alessandro to answer; however, if you plug Dusk into LAMH, and then start a shave group (note that you can hide all material surfaces except the needed ones, so no sudden hair growth in funny places) and pick polygons, then select again... it is not as horribad task as it sounds like. Also, shave groups can overlap, so you can have some fun with that (different colors thrown into mix like greying hairs in otherwise black beard, different textures like rougher hair, etc etc etc). You can also have fun with density maps as well (red-pink-white continuum, where red is lots of hair and white is no hair).
  • RAMWolff said:

    Hmmm, I never got that far with the program so have no idea how easy or hard it is to do all that work.  Just be nice to import in the above "template" which is really an obj and have the program read those surface or group areas and auto create the shave groups!  laugh

    Richard I usually import an obj with material areas; that way, I can grow a shave group for each of those. If you want i could make a brief movie to show you how...

  • algovincianalgovincian Posts: 2,635
    RAMWolff said:

    Hmmm, I never got that far with the program so have no idea how easy or hard it is to do all that work.  Just be nice to import in the above "template" which is really an obj and have the program read those surface or group areas and auto create the shave groups!  laugh

    You can select follicles based on surfaces. So, worst case scenario is you would have to create surfaces for each of your groups in the polygon group editor.

    - Greg

  • RAMWolffRAMWolff Posts: 10,228

    Could you Alex?  I would be so grateful!  laugh

    Oh and thank you Skiriki for all the suggestions, must appreciated!  heart

  • Ok Richard and all the folks interested, here is a brief video showing how to convert poly groups to surface in DAZ Studio, and how to create shave groups in LAMH out of the surfaces. Cheers

    YT movie:

  • JOdelJOdel Posts: 6,288

    Well, I tried the player, and I tried the plugin in 4.8. Neither of them will run and Studio quits as son as I try to create an LAMH object or attach any LAMH preset.

    I went back to the old computer and tried to do it in 4.5 as well. Same thing. That's two versions of the OS and two versions of the program and it won't work in either.

  • JOdel said:

    Well, I tried the player, and I tried the plugin in 4.8. Neither of them will run and Studio quits as son as I try to create an LAMH object or attach any LAMH preset.

    I went back to the old computer and tried to do it in 4.5 as well. Same thing. That's two versions of the OS and two versions of the program and it won't work in either.

    If you are willing to email me your log files, I can take a look and see what's causing the issue.

  • JOdelJOdel Posts: 6,288

    Will do. It will take a while. I have to leave home for a couple of hours.

  • JOdel said:

    Will do. It will take a while. I have to leave home for a couple of hours.

    Ok, my email is 'info@alessandromastronardi.com'. Cheers

  • Jack238Jack238 Posts: 117

    Ok Richard and all the folks interested, here is a brief video showing how to convert poly groups to surface in DAZ Studio, and how to create shave groups in LAMH out of the surfaces. Cheers

    YT movie:

     

    Hi - Thanks for the video. It helps.

    Jack

     

  • You're welcome. If you need support remember that you can always contact me directly via email.

  • RAMWolffRAMWolff Posts: 10,228

    Thanks so much Alex.  Now if this works out for me what sort of settings do you suggest to export via the obj option?  Need to keep the file low but the beard full enough to look like a ................. beard!  cheeky

    Thanks so much for taking the time to make the vid and for all the great support!

    Richard smiley

  • RAMWolff said:

    Thanks so much Alex.  Now if this works out for me what sort of settings do you suggest to export via the obj option?  Need to keep the file low but the beard full enough to look like a ................. beard!  cheeky

    Thanks so much for taking the time to make the vid and for all the great support!

    Richard smiley

    You're welcome Richard. I'd say you can't have both, if you want a good looking beard you need to have a high hair count. I believe a good compromise would be root and tip set respectively at 220 and 120 (but you might experiment a bit here), and a hair count of about 80000-90000.

  • RAMWolffRAMWolff Posts: 10,228

    Thank you  Thank you Thank you .... I'll write down those settings and see how it goes.  Your awesome...

  • My pleasure Richard.

  • MorpheonMorpheon Posts: 738
    edited July 2015

    I bought LAMH quite a while ago, but I've only just started playing with it, and I'm having issues. Mainly, once I pose a figure that has LAMH applied to it (for example, RawArt's "Gorilla" character for G2M), the hair goes berserk and neither undoing the pose nor zeroing the figure's pose restores the hair to its original state. In fact, I can't find any control that resets the hair after a bad pose or forces it to follow the figure's geometry again. Even deleting the hair group and then undeleting it doesn't reset it: it just comes back either invisible or reduced to some kind of singularity -- in any case, it's completely unsable. Any suggestions?

    Post edited by Morpheon on
  • Kevin try to translate the figure a tiny bit, that should help to resync the hair.

  • MorpheonMorpheon Posts: 738
    edited August 2015

    Kevin try to translate the figure a tiny bit, that should help to resync the hair.

    O.K., I've played with it a bit more, and I've found two things.

    One is that the hair evidently doesn't work in Iray. You can see in the preview, but it doesn't render out. The figure wearing the hair renders nicely, but not the hair itself.

    The second is that the issue I'm having with the hair going berserk seems to have less to do with actually posing the figure wearing it (standing to sitting to whatever) as it does with changing that figure's shape while LAMH is applied to it, especially zeroing the figure's morphs (Edit >> Figure >> Zero >> Zero Figure), although both actions can set it off. I can go into the Shaping tab and start dialing individual morphs on or off, and LAMH seems to tolerate that, but simply zeroing the figure seems to really tick it off. And once it flips out, nothing I do seems to bring it back under control.

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    Post edited by Morpheon on
  • Alessandro MastronardiAlessandro Mastronardi Posts: 2,629
    edited August 2015

    Kevin try to translate the figure a tiny bit, that should help to resync the hair.

    O.K., I've played with it a bit more, and I've found two things.

    One is that the hair evidently doesn't work in Iray. You can see in the preview, but it doesn't render out. The figure wearing the hair renders nicely, but not the hair itself.

    The second is that the issue I'm having with the hair going berserk seems to have less to do with actually posing the figure wearing it (standing to sitting to whatever) as it does with changing that figure's shape while LAMH is applied to it, especially zeroing the figure's morphs (Edit >> Figure >> Zero >> Zero Figure), although both actions can set it off. I can go into the Shaping tab and start dialing individual morphs on or off, and LAMH seems to tolerate that, but simply zeroing the figure seems to really tick it off. And once it flips out, nothing I do seems to bring it back under control.

    That's correct Kevin, on Iray support now: for that we'll need nvidia to add hair primitive support to the engine. If you like you can eventually export to .OBJ and render that with Iray. It requires patience and a fast computer as the hair are basically exported to geometry, but the results can be quite nice (here is a Koala Iray render I did a few days ago: https://cdn.artstation.com/p/assets/images/images/001/021/131/large/alessandro-mastronardi-koalas-vue.jpg?1438350752

    For the other issue, it works for me on the models I have in my library (mostly my animals and some of Rawart models). May I ask you what figure are you using? Is that G2?

     

    Post edited by Alessandro Mastronardi on
  • MorpheonMorpheon Posts: 738
    For the other issue, it works for me on the models I have in my library (mostly my animals and some of Rawart models). May I ask you what figure are you using? Is that G2?

    Yes, so far, I've only tried LAMH on the Genesis 2 Male -- I have the Big Cat 2 and its LAMH presets, but I haven't gotten around to trying them yet -- still trying to get it working with G2M first. The figure in the image is RawArt's "Ape World 2 - Chimp HD" character with its LAMH preset. I had just altered some of the figure's morphs (which in this case didn't cause any issues with the hair) and had just applied a G2M-based full body pose when the hair went berserk again. The screenshot is of the figure after I undid the pose, with the hairs still out of alignment. I can't find a way to force the hair to reset once that happens -- basically, all I can do is reload the figure and attempt to pose it again, and hope that the hair decides to play along each time. It's really frustrating, and as a result, I really haven't used the product all that much.

  • Oso3DOso3D Posts: 15,041
    Personally I've had good luck using Genesis Hair Cap for most of my hairdos. It works on Genesis, G2F, and G2M.
  • CitizenMCitizenM Posts: 39

    Pretty much a LAMH newb, had it for a bit with perfectly fine results for the most part, from vendor (probably Rawart) made products. Maybe an occasional crash, etc. I've been perusing the forum from a google search and realized LAMH wasn't really for animation (which explains why I haven't seen a whole lot of it in hindsight).

    I did see something about someone rigging the obj version. Are there any links to a tutorial or something on that specifically for LAMH? I have a got a Bigfoot animation on deck and really need it to be slick. Any help or suggestions or direction would be great and appreciated. Thank you!

  • larsmidnattlarsmidnatt Posts: 4,511
    edited August 2015

    does this work on G3F? haven't used in years. loaded up, can paint on regular items. Can't paint density on G3F. Same issue with GH too. :( I checked a few pages of comments, didn't see any reference..

    BTW, nice to see people using this on catpeople. I remember I got scolded for trying it on a catpeople :)

     

    EDIT: I exported G3F as OBJ, collapsed UV's thinking the new UDIM or what not was the problem (as it is with other programs as wel...). Turns out this makes it workable...But if others have had success with G3F without doing this I would love to know how.

    Post edited by larsmidnatt on
  • Kendall SearsKendall Sears Posts: 2,995

    Working on it.

    Kendall

  • CitizenMCitizenM Posts: 39

    So, any help with the bigfoot thing? Everytime I try to render out an animation with the Sasquatch LAMH out of the box, it becomes diconnected or out of position with Genisis. Of a 116 frames, I was, at most, able to get to 23 frames correct. Mostly though it has been 5-10 frames in when if goes wonky. Every single I try to make the LAMH an obj through the editor it crashes. So I haven't been able to try to rig it yet. Any help would be great. Thanks!

  • CitizenM said:

    So, any help with the bigfoot thing? Everytime I try to render out an animation with the Sasquatch LAMH out of the box, it becomes diconnected or out of position with Genisis. Of a 116 frames, I was, at most, able to get to 23 frames correct. Mostly though it has been 5-10 frames in when if goes wonky. Every single I try to make the LAMH an obj through the editor it crashes. So I haven't been able to try to rig it yet. Any help would be great. Thanks!

    Hello, just answered to your email. Cheers.

     

  • Kendall SearsKendall Sears Posts: 2,995
    CitizenM said:

    So, any help with the bigfoot thing? Everytime I try to render out an animation with the Sasquatch LAMH out of the box, it becomes diconnected or out of position with Genisis. Of a 116 frames, I was, at most, able to get to 23 frames correct. Mostly though it has been 5-10 frames in when if goes wonky. Every single I try to make the LAMH an obj through the editor it crashes. So I haven't been able to try to rig it yet. Any help would be great. Thanks!

    Sasquatch is particularly heavy on the system.  For animation in the 1.5 series, the number of frames one can successfully generate in a single session will depend greatly on the amount of free memory that is available at the time the animation is started.  23 frames in a single session is pretty good.  If you're getting consistent crashes on obj exporting, then I suspect that you are close to the maximum that your system can handle with Sasquatch.

    Kendall

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